How the graph works:
https://www.youtube.com/watch?v=ZL4GLH03gyA
Personal notes:
Again, there is a drastic change from Submachine 1 and 2. Now the graph has increased dramatically in its vertical length and shortened the width considerably. The level system forces the graph into a stiff, rigid shape. All keys and locks must be used up before you can proceed to the next level. It is worth noticing how there are no long vertical lines in this graph apart from the level branch. These elements combined gives the game a strict, mechanical, hostile and exhausting atmosphere.
Each level demands that you find approximately six keys to open the gate to the next level. It starts of simple with just needing to turn 6 levers, then from level 3 and onward nearly all the puzzles provides some change in the graph design. One challenge demands you retrieve the keys chronologically, another gives you six keys to unlock one lock while the next gives you one key to unlock six locks. Level 9 is especially interesting where the two locks provides the key for the neighboring lock, in this case the key is the value of the Arabic and Roman numerals. Exhanging the arabic and roman values unlocks level 10 (in the SD version, it was colors instead of numbers).
Personally, I like to see the first 3 games as a trilogy of sorts, where the basement is the most option filled game, the loop being the most linear and the lighthouse falling in a nice middle ground between the two.
Submachine 3 is the only game in the series with two endings. Continuing down the loop leads to a bad ending where you die of dehydration and using the leaf on the pedestal makes you escape the loop. I designed the graph intentionally to have the pedestal lock branch away from the other keys and locks to recreate the feel of rebelling against a system.
Tune in tomorrow for the dungeon graph breakdown of Submachine 0: the Ancient Adventure